This level
:
Reveal the card you flipped in the game to begin.
Tap the card you flipped, then mark whether it was a reward or a rock.
Rock heatmap for All Levels
How often a rock landed on each level, across 240 tracked climbs. Rocks cluster just before and after each jackpot; the mid-levels (7, 12, 17) are the safe gaps, and jackpots never hold a rock.
Two-rock risk by tier
The heatmap shows where one rock falls. This shows your chance of getting hit twice in a tier and flags the one tier whose odds swing by theme.
| Tier | No rock | One rock | Two rocks |
|---|
The 16–19 tier is the one that swings by theme : as low as 7% (Under the Sea) or as high as 45% (Wild West). That's the climb's real gamble, so the advisor flags it instead of guessing.
The save ladder & how the advice is built
Save ladder (coins per rock): 25 → 75 → 150 → 300 → 600 → 1200. Each rock costs more than the last.
Below level 15 the pattern is stable across every theme tracked: one rock per tier is near-certain. Once you've taken that rock, the rest of the tier is almost always safe.
At 16–19 the odds depend on the theme, so the advisor shows the average risk and lets you decide rather than pretending to know.
The early levels (1–4) carry at most one rock and never two : a clean start often means a cheap, shallow run.
Built on community research from r/wordscapes : OCCobblepot, DM_Fitz and DisillusionedPie, whose tracked climbs make these odds possible. Compiled and maintained by Pop at Solving Wordscapes. Not affiliated with PeopleFun.